[Urwid] animation and widgets
Leif Theden
leif.theden at gmail.com
Wed Jan 21 00:33:30 EST 2009
Ah ha! Thanks for the info. The invalidate() was just what I was looking for!
On Wed, Jan 21, 2009 at 12:00 AM, Ian Ward <ian at excess.org> wrote:
> Leif Theden wrote:
>> Greetings! I am a first time user of urwid. I was wondering if
>> anyone has attempted animation of widgets before?
>>
>> I have looked at the graph.py example, and I don't think that that is
>> what exactly I am looking for.
>>
>> I have an individual widget that displays a dungeon map from a game,
>> and I would like to have the rendering function animated, and possibly
>> animated characters while the widget is being viewed.
>>
>> My current implimentation simply diables caching and renders the
>> canvas over and over, creating animation. It works, but since it is
>> grossly ineffecient, I wanted to ask people who may know a better way.
>
> Animation is just changing the contents widgets at regular intervals.
> If you have a widget that changes say, every 0.5 seconds, you could set
> max_wait to 0.25 with screen.set_input_timeouts() and each time through
> your loop you calculate which state the widget should be in based on the
> current time. If the widget is changed make sure it calls its
> self._invalidate() method.
>
> This way the widget will still use its cache and not update when it
> doesn't need to, and you can easily have many widgets animating at
> different rates.
>
> Ian
>
>
>
> _______________________________________________
> Urwid mailing list
> Urwid at lists.excess.org
> http://lists.excess.org/mailman/listinfo/urwid
>
>
More information about the Urwid
mailing list